﻿Shader "Custom/Transparent/Diffuse" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	}

	SubShader {
		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
		LOD 200

		CGPROGRAM
		#pragma surface surf Lambert vertex:vert alpha:fade

		sampler2D _MainTex;
		fixed4 _Color;

		struct Input {
			float2 uv_MainTex;
            float4 color;
		};

		void vert(inout appdata_full v, out Input o)  
        {  
            UNITY_INITIALIZE_OUTPUT(Input,o);
            o.color = v.color;
        }

		void surf (Input IN, inout SurfaceOutput o) {
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb * IN.color.rgb;
			o.Alpha = c.a * IN.color.a;
		}
		ENDCG
	}

	Fallback "Legacy Shaders/Transparent/VertexLit"
}
